CompuServe Thread

Games and Gender

3 messages in this thread
#32818From: Marcus MullinsMay 1, 1990 11:55 PM
Steve, I just sent a message to Linda Fitzpatrick that details a way to create this game that WOULD follow a similar theme concerning several viewpoints! I'm glad I'm not the only one to like this idea. Marcus
#32931From: Steve Bennett/SYSOPMay 3, 1990 9:50 PM
I've been suggesting similar things for years now. I recall when Ultima IV first came out (on the C64, mind you…), and several people were commenting on how wonderful it was that the game rewarded "good" behaviour, and punished "bad" behaviour. I was involved in quite an argument thereafter about how I *hated* being forced to play the game that way. In a way, it was very similar to the male/female role discussion going on here. IMHO, a good ROLE PLAYING GAME should allow you to choose and play a ROLE. You should be able to choose to play good vs evil, charming vs obnoxious, male vs female, intellegent reaction vs brute force, etc. But most importantly, the game should *adapt* to the way you are playing it and respond accordingly. If I start doing evil things, my goals will therefore be aimed differently. Different NPCs will react in different ways, and the whole game could shift onto a new course. (Instead of defeating the evil wizard, the ultimate goal of the game would be to bump him off and take over where he left off… <grin>) Of course, desiging such a game would be an acheivement in itself, but I think it's well within the capabilities of the Amiga. It's been nice to see all the amazing things which have been done in making the RPG look incredible (with Dungeon Master, for example…), but now I want to see them gain depth, plotwise. There's a long way to go in that area. –>Steve Bennett
#33002From: Marcus MullinsMay 5, 1990 11:41 AM
What an idea! I does sound like a monumental task… I'll have to think on this one. Marcus